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C# PersonList.ReSort方法代码示例

本文整理汇总了C#中GameObjects.PersonList.ReSort方法的典型用法代码示例。如果您正苦于以下问题:C# PersonList.ReSort方法的具体用法?C# PersonList.ReSort怎么用?C# PersonList.ReSort使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在GameObjects.PersonList的用法示例。


在下文中一共展示了PersonList.ReSort方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: meichushengdehaiziliebiao

 public PersonList meichushengdehaiziliebiao()
 {
     PersonList haiziliebiao = new PersonList();
     foreach (Person person in this.Scenario.Persons)
     {
         if (person.Alive && !person.Available && person.Father == this.ID)
         {
             haiziliebiao.Add(person);
         }
     }
     haiziliebiao.PropertyName = "YearBorn";
     haiziliebiao.IsNumber = true;
     haiziliebiao.SmallToBig = true;
     haiziliebiao.ReSort();
     return haiziliebiao;
 }
开发者ID:skicean,项目名称:ZhongHuaSanGuoZhi,代码行数:16,代码来源:Person1214.cs

示例2: ReSortAllWeighingList

 private void ReSortAllWeighingList(PersonList zhenzaiPersons, PersonList agriculturePersons, PersonList commercePersons,
     PersonList technologyPersons, PersonList dominationPersons, PersonList moralePersons, PersonList endurancePersons,
     PersonList recruitmentPersons, PersonList trainingPersons, MilitaryList weighingMilitaries)
 {
     PersonList pl = this.Persons;
     zhenzaiPersons.Clear();
     if (this.kezhenzai())
     {
         foreach (Person person in pl)
         {
             zhenzaiPersons.Add(person);
         }
         zhenzaiPersons.IsNumber = true;
         zhenzaiPersons.PropertyName = "zhenzaiWeighing";
         zhenzaiPersons.ReSort();
     }
     agriculturePersons.Clear();
     if (this.Kind.HasAgriculture)
     {
         foreach (Person person in pl)
         {
             agriculturePersons.Add(person);
         }
         agriculturePersons.IsNumber = true;
         agriculturePersons.PropertyName = "AgricultureWeighing";
         agriculturePersons.ReSort();
     }
     commercePersons.Clear();
     if (this.Kind.HasCommerce)
     {
         foreach (Person person in pl)
         {
             commercePersons.Add(person);
         }
         commercePersons.IsNumber = true;
         commercePersons.PropertyName = "CommerceWeighing";
         commercePersons.ReSort();
     }
     technologyPersons.Clear();
     if (this.Kind.HasTechnology)
     {
         foreach (Person person in pl)
         {
             technologyPersons.Add(person);
         }
         technologyPersons.IsNumber = true;
         technologyPersons.PropertyName = "TechnologyWeighing";
         technologyPersons.ReSort();
     }
     dominationPersons.Clear();
     if (this.Kind.HasDomination)
     {
         foreach (Person person in pl)
         {
             dominationPersons.Add(person);
         }
         dominationPersons.IsNumber = true;
         dominationPersons.PropertyName = "DominationWeighing";
         dominationPersons.ReSort();
     }
     moralePersons.Clear();
     if (this.Kind.HasMorale)
     {
         foreach (Person person in pl)
         {
             moralePersons.Add(person);
         }
         moralePersons.IsNumber = true;
         moralePersons.PropertyName = "MoraleWeighing";
         moralePersons.ReSort();
     }
     endurancePersons.Clear();
     if (this.Kind.HasEndurance)
     {
         foreach (Person person in pl)
         {
             endurancePersons.Add(person);
         }
         endurancePersons.IsNumber = true;
         endurancePersons.PropertyName = "EnduranceWeighing";
         endurancePersons.ReSort();
     }
     trainingPersons.Clear();
     foreach (Person person in pl)
     {
         trainingPersons.Add(person);
     }
     trainingPersons.IsNumber = true;
     trainingPersons.PropertyName = "TrainingWeighing";
     trainingPersons.ReSort();
     recruitmentPersons.Clear();
     foreach (Person person in this.Persons)
     {
         recruitmentPersons.Add(person);
     }
     recruitmentPersons.IsNumber = true;
     recruitmentPersons.PropertyName = "RecruitmentWeighing";
     recruitmentPersons.ReSort();
     weighingMilitaries.Clear();
     foreach (Military military in this.Militaries)
//.........这里部分代码省略.........
开发者ID:ptmaster,项目名称:ZhongHuaSanGuoZhi,代码行数:101,代码来源:Architecture.cs

示例3: AIHouGong

        private void AIHouGong()
        {
            if (base.Scenario.IsPlayer(this.BelongedFaction)) return;
            if (this.HasHostileTroopsInView()) return;
            if (GlobalVariables.getChildrenRate <= 0) return;
            Person leader = this.BelongedFaction.Leader;
            int uncruelty = leader.Uncruelty;
            //build hougong
            int unAmbition = Enum.GetNames(typeof(PersonAmbition)).Length - (int)leader.Ambition;
            if (this.BelongedFaction.meinvkongjian() - this.BelongedFaction.feiziCount() <= 0 && (this.BuildingFacility < 0) && (this.PlanFacilityKind == null || this.PlanFacilityKind.rongna <= 0)
                && GameObject.Random((int)(GameObject.Square(unAmbition) * Parameters.AIBuildHougongUnambitionProbWeight + GameObject.Square(this.BelongedFaction.meinvkongjian()) * unAmbition * Parameters.AIBuildHougongSpaceBuiltProbWeight)) == 0)
            {
                if (((!this.FrontLine && !this.noFactionFrontline) || GameObject.Chance(Parameters.AILeaveFrontlineForHougongChance))
                    && (!this.HostileLine || GameObject.Chance(Parameters.AILeaveHostilelineForHougongChance))
                    && this.Kind.FacilityPositionUnit > 0 &&
                    this.Agriculture >= this.AgricultureCeiling * 9 / 10 && this.Commerce >= this.CommerceCeiling * 9 / 10 &&
                    this.Technology >= this.TechnologyCeiling * 9 / 10 && this.Endurance >= this.EnduranceCeiling * 9 / 10 &&
                    this.Domination >= this.DominationCeiling * 9 / 10 && this.Morale >= this.MoraleCeiling * 9 / 10)
                {
                    int maxHgSize = (12 - uncruelty) + Math.Max(0, this.FacilityPositionCount / this.Kind.FacilityPositionUnit - 5) + Parameters.AIBuildHougongMaxSizeAdd;
                    FacilityKind hougong = null;
                    foreach (FacilityKind fk in base.Scenario.GameCommonData.AllFacilityKinds.FacilityKinds.Values)
                    {
                        if ((((!fk.PopulationRelated || this.Kind.HasPopulation) && ((this.Technology >= fk.TechnologyNeeded)))
                            && ((!fk.UniqueInArchitecture || !this.ArchitectureHasFacilityKind(kind.ID)) && (!fk.UniqueInFaction || !this.FactionHasFacilityKind(kind.ID)))))
                        {
                            if (fk.rongna > 0 && fk.rongna < maxHgSize && GameObject.Chance(Parameters.AIBuildHougongSkipSizeChance))
                            {
                                if (hougong == null || hougong.rongna < fk.rongna)
                                {
                                    hougong = fk;
                                }
                            }
                        }
                    }
                    if (hougong != null)
                    {
                        int facilityPositionLeft = this.FacilityPositionLeft;
                        if (facilityPositionLeft < hougong.PositionOccupied && this.FacilityPositionCount >= hougong.PositionOccupied)
                        {
                            FacilityList fl = new FacilityList();
                            foreach (Facility f in this.Facilities)
                            {
                                if (!f.Kind.bukechaichu)
                                {
                                    fl.Add(f);
                                }
                            }

                            int totalRemovableSpace = 0;
                            foreach (Facility f in fl)
                            {
                                totalRemovableSpace += f.PositionOccupied;
                            }

                            if (totalRemovableSpace >= hougong.PositionOccupied && this.BelongedSection.AIDetail.AllowFacilityRemoval)
                            {
                                fl.PropertyName = "AIValue";
                                fl.IsNumber = true;
                                fl.SmallToBig = true;
                                fl.ReSort();

                                while (this.FacilityPositionLeft < hougong.PositionOccupied && fl.Count > 0)
                                {
                                    Facility f = fl[0] as Facility;
                                    if (this.FacilityEnabled || f.MaintenanceCost <= 0)
                                    {
                                        f.Influences.PurifyInfluence(this, Applier.Facility, f.ID);
                                    }
                                    this.Facilities.Remove(f);
                                    base.Scenario.Facilities.Remove(f);
                                    fl.Remove(f);
                                }
                            }

                            /*foreach (Facility facility in this.Facilities.GetList())
                            {
                                if ((((this.Technology > facility.TechnologyNeeded) && this.FacilityIsPossibleOverTechnology(facility.TechnologyNeeded))
                                    && ((this.Fund > (facility.FundCost * 10)) && (this.BelongedFaction.TechniquePoint > (facility.PointCost * 10))))
                                    && (GameObject.Random(facility.Days * facility.PositionOccupied) < 20 * hougong.PositionOccupied)
                                    && !facility.Kind.bukechaichu)
                                {
                                    if (this.FacilityEnabled)
                                    {
                                        facility.Influences.PurifyInfluence(this);
                                    }
                                    this.Facilities.Remove(facility);
                                    base.Scenario.Facilities.Remove(facility);
                                }
                            }*/
                            facilityPositionLeft = this.FacilityPositionLeft;
                        }
                        if (facilityPositionLeft >= hougong.PositionOccupied)
                        {
                            if ((this.Fund >= hougong.FundCost) && ((this.BelongedFaction.TechniquePoint + this.BelongedFaction.TechniquePointForFacility) >= hougong.PointCost))
                            {
                                this.PlanFacilityKind = null;
                                this.BelongedFaction.DepositTechniquePointForFacility(hougong.PointCost);
                                this.BeginToBuildAFacility(hougong);
                            }
//.........这里部分代码省略.........
开发者ID:ptmaster,项目名称:ZhongHuaSanGuoZhi,代码行数:101,代码来源:Architecture.cs

示例4: GetFirstHalfPersonList

 private PersonList GetFirstHalfPersonList(string propertyName)
 {
     PersonList list = new PersonList();
     if (this.Persons.Count > 0)
     {
         foreach (Person p in this.Persons)
         {
             list.Add(p);
         }
         if (list.Count > 1)
         {
             list.PropertyName = propertyName;
             list.IsNumber = true;
             list.ReSort();
         }
         list.GameObjects.RemoveRange(list.Count / 2, list.Count - list.Count / 2);
         return (list);
     }
     return new PersonList();
 }
开发者ID:ptmaster,项目名称:ZhongHuaSanGuoZhi,代码行数:20,代码来源:Architecture.cs

示例5: CallInstigate

 private void CallInstigate()
 {
     if (this.WillArchitecture.Endurance >= (this.WillArchitecture.EnduranceCeiling * 0.2))
     {
         Person current;
         PersonList list = new PersonList();
         foreach (LinkNode node in this.WillArchitecture.AIAllLinkNodes.Values)
         {
             if ((((node.A.BelongedFaction == this.BelongedFaction) && (node.A.Fund >= node.A.InstigateArchitectureFund)) && node.A.BelongedSection.AIDetail.AllowOffensiveTactics) && (node.A.RecentlyAttacked <= 0))
             {
                 //using (IEnumerator enumerator2 = node.A.Persons.GetEnumerator())
                 IEnumerator enumerator2 = node.A.Persons.GetEnumerator();
                 {
                     while (enumerator2.MoveNext())
                     {
                         current = (Person) enumerator2.Current;
                         list.Add(current);
                     }
                 }
                 if (list.Count >= 10)
                 {
                     break;
                 }
             }
         }
         if (list.Count > 0)
         {
             if (list.Count > 1)
             {
                 list.PropertyName = "InstigateAbility";
                 list.IsNumber = true;
                 list.ReSort();
             }
             current = list[GameObject.Random(list.Count / 2)] as Person;
             if (GameObject.Chance(GameObject.Random(current.InstigateAbility - 150)) && (GameObject.Random(current.NonFightingNumber) > GameObject.Random(current.FightingNumber)))
             {
                 current.GoForInstigate(this.WillArchitecture.Position);
             }
         }
     }
 }
开发者ID:skicean,项目名称:ZhongHuaSanGuoZhi,代码行数:41,代码来源:Troop.cs

示例6: AIPersonTransfer

 private void AIPersonTransfer()
 {
     int num2;
     if ((this.MilitaryCount == 0) && ((this.IsImportant || (this.AreaCount > 1)) || (this.Population > this.RecruitmentPopulationBoundary)))
     {
         this.AIRecruitment(false);
     }
     if ((((this.BelongedFaction.ArchitectureCount > 1) && (this.PersonCount > this.MilitaryCount)) && (this.RecentlyAttacked > 0)) && ((this.Endurance == 0) || ((this.Endurance < 30) && GameObject.Chance(0x21))))
     {
         int num = this.PersonCount - this.MilitaryCount;
         GameObjectList list = new GameObjectList();
         list = this.Persons.GetList();
         if (list.Count > 1)
         {
             list.IsNumber = true;
             list.SmallToBig = true;
             list.PropertyName = "FightingForce";
             list.ReSort();
         }
         Architecture capital = this.BelongedFaction.Capital;
         if (capital == this)
         {
             ArchitectureList otherArchitectureList = this.GetOtherArchitectureList();
             if (otherArchitectureList.Count > 1)
             {
                 otherArchitectureList.IsNumber = true;
                 otherArchitectureList.PropertyName = "ArmyScaleWeighing";
                 otherArchitectureList.ReSort();
             }
             capital = otherArchitectureList[0] as Architecture;
         }
         num2 = 0;
         while (num2 < num)
         {
             (list[num2] as Person).MoveToArchitecture(capital);
             this.RemovePerson(list[num2] as Person);
             if (GameObject.Chance(20))
             {
                 break;
             }
             num2++;
         }
     }
     else if (((this.PersonCount + this.MovingPersons.Count) < this.MilitaryCount) || (this.PlanArchitecture != null))
     {
         if (this.RecentlyAttacked > 0)
         {
             int num3 = (this.MilitaryCount - this.PersonCount) - this.MovingPersons.Count;
             PersonList list3 = new PersonList();
             foreach (Architecture architecture2 in GameObject.Chance(20) ? this.BelongedFaction.Architectures : this.BelongedSection.Architectures)
             {
                 if ((architecture2 != this) && (((architecture2.BelongedSection.AIDetail != null) && architecture2.BelongedSection.AIDetail.AutoRun) && (((architecture2.RecentlyAttacked <= 0) && ((architecture2.PersonCount + architecture2.MovingPersons.Count) >= architecture2.MilitaryCount)) || (((architecture2.Fund < (100 * this.AreaCount)) && (architecture2.Domination >= (architecture2.DominationCeiling * 0.8))) && (architecture2.Endurance >= (architecture2.EnduranceCeiling * 0.2f))))))
                 {
                     foreach (Person person in architecture2.Persons)
                     {
                         if ((!architecture2.HasFollowedLeaderMilitary(person) && (GameObject.Chance(10) || !architecture2.HasExperiencedLeaderMilitary(person))) && (person.Command >= 40))
                         {
                             list3.Add(person);
                         }
                     }
                 }
             }
             if (list3.Count > 0)
             {
                 if (list3.Count > 1)
                 {
                     list3.IsNumber = true;
                     list3.PropertyName = "FightingForce";
                     list3.ReSort();
                 }
                 for (num2 = 0; (num2 < num3) && (num2 < list3.Count); num2++)
                 {
                     Architecture locationArchitecture = (list3[num2] as Person).LocationArchitecture;
                     (list3[num2] as Person).MoveToArchitecture(this);
                     locationArchitecture.RemovePerson(list3[num2] as Person);
                 }
             }
         }
     }
     else if (this.HasPerson() && GameObject.Chance(10))
     {
         PersonList list4 = new PersonList();
         if (this.Kind.HasPopulation && (this.Population < (0x3e8 * this.AreaCount)))
         {
             if (this.IsCapital && (this.Fund >= this.ChangeCapitalCost))
             {
                 Architecture newCapital = this.BelongedFaction.SelectNewCapital();
                 if (newCapital != this)
                 {
                     this.DecreaseFund(this.ChangeCapitalCost);
                     this.BelongedFaction.ChangeCapital(newCapital);
                 }
             }
             foreach (Person person in this.Persons)
             {
                 if (!this.HasFollowedLeaderMilitary(person) && (GameObject.Chance(10) || !this.HasExperiencedLeaderMilitary(person)))
                 {
                     list4.Add(person);
                 }
             }
//.........这里部分代码省略.........
开发者ID:skicean,项目名称:ZhongHuaSanGuoZhi,代码行数:101,代码来源:Architecture_1.cs

示例7: ChildrenCanBeSelectedAsPrince

 public PersonList ChildrenCanBeSelectedAsPrince()
 {
     PersonList haiziliebiao = new PersonList();
     foreach (Person person in this.Scenario.Persons)
     {
         if (person.Alive && person.Available && person.Father == this.ID && person.BelongedCaptive == null && person.sex == false)
         {
             haiziliebiao.Add(person);
         }
     }
     haiziliebiao.PropertyName = "YearBorn";
     haiziliebiao.IsNumber = true;
     haiziliebiao.SmallToBig = true;
     haiziliebiao.ReSort();
     return haiziliebiao;
 }
开发者ID:simon217,项目名称:ZhongHuaSanGuoZhi,代码行数:16,代码来源:Person.cs

示例8: ChangeLeaderAfterLeaderDeath

 public Faction ChangeLeaderAfterLeaderDeath()
 {
     Person leader = this.Leader;
     Architecture locationArchitecture = this.Leader.LocationArchitecture;
     this.Leader.Status = GameObjects.PersonDetail.PersonStatus.None;
     this.Leader.Available = false;
     //base.Scenario.Persons.Remove(this.Leader);
     base.Scenario.AvailablePersons.Remove(this.Leader);
     Person person2 = null;
     PersonList list = new PersonList();
     if (person2 == null)
     {
         foreach (Person person3 in this.Persons)
         {
             if ((person3.Father >= 0) && (person3.Sex == this.Leader.Sex) && ((this.Leader.Father == person3.Father) || (person3.Father == this.Leader.ID)))
             {
                 list.Add(person3);
             }
         }
         if (list.Count > 0)
         {
             if (list.Count > 1)
             {
                 list.PropertyName = "YearBorn";
                 list.IsNumber = true;
                 list.SmallToBig = true;
                 list.ReSort();
             }
             person2 = list[0] as Person;
         }
     }
     if (person2 == null)
     {
         list.Clear();
         foreach (Person person3 in this.Persons)
         {
             if ((person3.Strain >= 0) && (person3.Sex == this.Leader.Sex) && (this.Leader.Strain == person3.Strain))
             {
                 list.Add(person3);
             }
         }
         if (list.Count > 0)
         {
             if (list.Count > 1)
             {
                 list.PropertyName = "YearBorn";
                 list.IsNumber = true;
                 list.SmallToBig = true;
                 list.ReSort();
             }
             person2 = list[0] as Person;
         }
     }
     if (person2 == null)
     {
         list.Clear();
         foreach (Person person3 in this.Persons)
         {
             if ((person3.Brother >= 0) && (person3.Sex == this.Leader.Sex) && (this.Leader.Brother == person3.Brother))
             {
                 list.Add(person3);
             }
         }
         if (list.Count > 0)
         {
             if (list.Count > 1)
             {
                 list.PropertyName = "Glamour";
                 list.IsNumber = true;
                 list.ReSort();
             }
             person2 = list[0] as Person;
         }
     }
     if (person2 == null)
     {
         foreach (Person person3 in this.Persons)
         {
             if ((person3.Mother >= 0) && (person3.Sex == this.Leader.Sex) && ((this.Leader.Mother == person3.Mother) || (person3.Mother == this.Leader.ID)))
             {
                 list.Add(person3);
             }
         }
         if (list.Count > 0)
         {
             if (list.Count > 1)
             {
                 list.PropertyName = "YearBorn";
                 list.IsNumber = true;
                 list.SmallToBig = true;
                 list.ReSort();
             }
             person2 = list[0] as Person;
         }
     }
     if (GlobalVariables.PermitFactionMerge)
     {
         Faction maxFriendlyDiplomaticRelation = this.MaxFriendlyDiplomaticRelation;
         if (maxFriendlyDiplomaticRelation != null)
         {
//.........这里部分代码省略.........
开发者ID:kanjianlema,项目名称:ZhongHuaSanGuoZhi,代码行数:101,代码来源:Faction.cs


注:本文中的GameObjects.PersonList.ReSort方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。